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Remove volumetrics stuff and some changes

This commit is contained in:
Gefüllte Taubenbrust 2024-10-01 20:00:24 +02:00
parent da1a688493
commit 1bf1d0b2ff
21 changed files with 311 additions and 857 deletions

View file

@ -28,7 +28,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h"
#include <cmath>
class Clouds;
scene::ISceneManager *g_menucloudsmgr = nullptr;
Clouds *g_menuclouds = nullptr;
@ -44,7 +43,7 @@ Clouds::Clouds(scene::ISceneManager* mgr, IShaderSource *ssrc,
s32 id,
u32 seed
):
scene::ISceneNode(g_settings->getBool("enable_volumetric_clouds") ? nullptr : mgr->getRootSceneNode(), mgr, id),
scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
m_seed(seed)
{
assert(ssrc);
@ -54,7 +53,8 @@ Clouds::Clouds(scene::ISceneManager* mgr, IShaderSource *ssrc,
m_material.FogEnable = true;
m_material.AntiAliasing = video::EAAM_SIMPLE;
if (m_enable_shaders) {
auto sid = ssrc->getShader("cloud_shader", TILE_MATERIAL_ALPHA);
bool shaded_clouds = g_settings->getBool("soft_clouds") && g_settings->getBool("enable_dynamic_shadows");
auto sid = ssrc->getShader(shaded_clouds ? "soft_clouds" : "cloud_shader", TILE_MATERIAL_ALPHA);
m_material.MaterialType = ssrc->getShaderInfo(sid).material;
} else {
m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
@ -107,14 +107,6 @@ void Clouds::updateMesh()
std::floor(center_of_drawing_in_noise_f.Y / cloud_size)
);
// The world position of the integer center point of drawing in the noise
v2f world_center_of_drawing_in_noise_f = v2f(
center_of_drawing_in_noise_i.X * cloud_size,
center_of_drawing_in_noise_i.Y * cloud_size
) + m_origin;
m_noise_position = world_center_of_drawing_in_noise_f - ((float)m_cloud_radius_i + 0.5f) * cloud_size;
// Only update mesh if it has moved enough, this saves lots of GPU buffer uploads.
constexpr float max_d = 5 * BS;
@ -137,6 +129,12 @@ void Clouds::updateMesh()
const u32 num_faces_to_draw = is3D() ? 6 : 1;
// The world position of the integer center point of drawing in the noise
v2f world_center_of_drawing_in_noise_f = v2f(
center_of_drawing_in_noise_i.X * cloud_size,
center_of_drawing_in_noise_i.Y * cloud_size
) + m_origin;
// Colors with primitive shading
video::SColorf c_top_f(m_color);
@ -166,7 +164,7 @@ void Clouds::updateMesh()
// Read noise
m_grid.resize(m_cloud_radius_i * 2 * m_cloud_radius_i * 2);
std::vector<bool> grid(m_cloud_radius_i * 2 * m_cloud_radius_i * 2);
for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
@ -174,7 +172,7 @@ void Clouds::updateMesh()
for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
u32 i = si + xi;
m_grid[i] = gridFilled(
grid[i] = gridFilled(
xi + center_of_drawing_in_noise_i.X,
zi + center_of_drawing_in_noise_i.Y
);
@ -213,147 +211,225 @@ void Clouds::updateMesh()
u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
if (!m_grid[i])
if (!grid[i])
continue;
v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
video::S3DVertex v[4] = {
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
};
const f32 rx = cloud_size / 2.0f;
// if clouds are flat, the top layer should be at the given height
const f32 ry = is3D() ? m_params.thickness * BS : 0.0f;
const f32 rz = cloud_size / 2;
bool soft_clouds_enabled = g_settings->getBool("soft_clouds");
for (u32 i = 0; i < num_faces_to_draw; i++)
{
switch (i)
{
case 0: // top
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 1, 0);
}
v[0].Pos.set(-rx, ry,-rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set( rx, ry, rz);
v[3].Pos.set( rx, ry,-rz);
break;
case 1: // back
if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
if (m_grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
} else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0, 0, -1);
}
}
v[0].Pos.set(-rx, ry,-rz);
v[1].Pos.set( rx, ry,-rz);
v[2].Pos.set( rx, 0,-rz);
v[3].Pos.set(-rx, 0,-rz);
break;
case 2: //right
if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi + 1, zi, m_cloud_radius_i);
if (m_grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(1, 0, 0);
}
}
v[0].Pos.set(rx, ry,-rz);
v[1].Pos.set(rx, ry, rz);
v[2].Pos.set(rx, 0, rz);
v[3].Pos.set(rx, 0,-rz);
break;
case 3: // front
if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
if (m_grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
} else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0, 0, -1);
}
}
v[0].Pos.set( rx, ry, rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set(-rx, 0, rz);
v[3].Pos.set( rx, 0, rz);
break;
case 4: // left
if (INAREA(xi - 1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi - 1, zi, m_cloud_radius_i);
if (m_grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(-1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
} else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(-1, 0, 0);
}
}
v[0].Pos.set(-rx, ry, rz);
v[1].Pos.set(-rx, ry,-rz);
v[2].Pos.set(-rx, 0,-rz);
v[3].Pos.set(-rx, 0, rz);
break;
case 5: // bottom
for (video::S3DVertex& vertex : v) {
vertex.Color = c_bottom;
vertex.Normal.set(0, -1, 0);
}
v[0].Pos.set( rx, 0, rz);
v[1].Pos.set(-rx, 0, rz);
v[2].Pos.set(-rx, 0,-rz);
v[3].Pos.set( rx, 0,-rz);
break;
bool shaded_clouds_enabled = soft_clouds_enabled && g_settings->getBool("enable_dynamic_shadows") && g_settings->getBool("enable_3d_clouds");
v3f pos(p0.X, m_params.height * BS, p0.Y);
if (shaded_clouds_enabled) {
bool neighbours[4] = {false, false, false, false};
if (INAREA(xi - 1, zi, m_cloud_radius_i))
neighbours[0] = grid[GETINDEX(xi - 1, zi, m_cloud_radius_i)];
if (INAREA(xi, zi - 1, m_cloud_radius_i))
neighbours[1] = grid[GETINDEX(xi, zi - 1, m_cloud_radius_i)];
if (INAREA(xi + 1, zi, m_cloud_radius_i))
neighbours[2] = grid[GETINDEX(xi + 1, zi, m_cloud_radius_i)];
if (INAREA(xi, zi + 1, m_cloud_radius_i))
neighbours[3] = grid[GETINDEX(xi, zi + 1, m_cloud_radius_i)];
video::S3DVertex v[32];
v[ 0].Pos = core::vector3df( -rx, ry, -rz);
v[ 1].Pos = core::vector3df(-0.75 * rx, ry, -rz);
v[ 2].Pos = core::vector3df( 0.75 * rx, ry, -rz);
v[ 3].Pos = core::vector3df( rx, ry, -rz);
v[ 4].Pos = core::vector3df( -rx, ry, -0.75 * rz);
v[ 5].Pos = core::vector3df(-0.75 * rx, ry, -0.75 * rz);
v[ 6].Pos = core::vector3df( 0.75 * rx, ry, -0.75 * rz);
v[ 7].Pos = core::vector3df( rx, ry, -0.75 * rz);
v[ 8].Pos = core::vector3df( -rx, ry, 0.75 * rz);
v[ 9].Pos = core::vector3df(-0.75 * rx, ry, 0.75 * rz);
v[10].Pos = core::vector3df( 0.75 * rx, ry, 0.75 * rz);
v[11].Pos = core::vector3df( rx, ry, 0.75 * rz);
v[12].Pos = core::vector3df( -rx, ry, rz);
v[13].Pos = core::vector3df(-0.75 * rx, ry, rz);
v[14].Pos = core::vector3df( 0.75 * rx, ry, rz);
v[15].Pos = core::vector3df( rx, ry, rz);
// These normals are intentionally left unnormalized
if (neighbours[0]) {
v[ 0].Normal.X -= 1.0;
v[ 4].Normal.X -= 1.0;
v[ 8].Normal.X -= 1.0;
v[12].Normal.X -= 1.0;
}
if (neighbours[1]) {
v[0].Normal.Z -= 1.0;
v[1].Normal.Z -= 1.0;
v[2].Normal.Z -= 1.0;
v[3].Normal.Z -= 1.0;
}
if (neighbours[2]) {
v[ 3].Normal.X += 1.0;
v[ 7].Normal.X += 1.0;
v[11].Normal.X += 1.0;
v[15].Normal.X += 1.0;
}
if (neighbours[3]) {
v[12].Normal.Z += 1.0;
v[13].Normal.Z += 1.0;
v[14].Normal.Z += 1.0;
v[15].Normal.Z += 1.0;
}
v3f pos(p0.X, m_params.height * BS, p0.Y);
for (int i = 0; i < 16; ++i) {
v[i + 32] = v[i];
v[i + 32].Pos.Y = -ry;
for (video::S3DVertex &vertex : v) {
v[i].Normal = core::vector3df(0.0, 1.0, 0.0);
v[i + 32].Normal = core::vector3df(0.0, -1.0, 0.0);
}
for (video::S3DVertex& vertex : v) {
vertex.Color = shadow.toSColor();
vertex.Pos += pos;
vertices.push_back(vertex);
}
//top
}
else {
video::S3DVertex v[4] = {
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
};
for (u32 i = 0; i < num_faces_to_draw; i++)
{
switch (i)
{
case 0: // top
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 1, 0);
}
v[0].Pos.set(-rx, ry, -rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set(rx, ry, rz);
v[3].Pos.set(rx, ry, -rz);
break;
case 1: // back
if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0, 0, -1);
}
}
v[0].Pos.set(-rx, ry, -rz);
v[1].Pos.set(rx, ry, -rz);
v[2].Pos.set(rx, 0, -rz);
v[3].Pos.set(-rx, 0, -rz);
break;
case 2: //right
if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi + 1, zi, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(1, 0, 0);
}
}
v[0].Pos.set(rx, ry, -rz);
v[1].Pos.set(rx, ry, rz);
v[2].Pos.set(rx, 0, rz);
v[3].Pos.set(rx, 0, -rz);
break;
case 3: // front
if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0, 0, -1);
}
}
v[0].Pos.set(rx, ry, rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set(-rx, 0, rz);
v[3].Pos.set(rx, 0, rz);
break;
case 4: // left
if (INAREA(xi - 1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi - 1, zi, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(-1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(-1, 0, 0);
}
}
v[0].Pos.set(-rx, ry, rz);
v[1].Pos.set(-rx, ry, -rz);
v[2].Pos.set(-rx, 0, -rz);
v[3].Pos.set(-rx, 0, rz);
break;
case 5: // bottom
for (video::S3DVertex& vertex : v) {
vertex.Color = c_bottom;
vertex.Normal.set(0, -1, 0);
}
v[0].Pos.set(rx, 0, rz);
v[1].Pos.set(-rx, 0, rz);
v[2].Pos.set(-rx, 0, -rz);
v[3].Pos.set(rx, 0, -rz);
break;
}
for (video::S3DVertex& vertex : v) {
vertex.Pos += pos;
vertices.push_back(vertex);
}
}
}
}
@ -430,40 +506,13 @@ void Clouds::render()
cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
}
//#if 0
driver->drawMeshBuffer(m_meshbuffer.get());
//#endif
// Restore fog settings
driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
fog_pixelfog, fog_rangefog);
}
void Clouds::renderDepth() {
if (m_params.density <= 0.0f)
return; // no need to do anything
video::IVideoDriver* driver = SceneManager->getVideoDriver();
updateMesh();
// Update position
{
v2f off_origin = m_origin - m_mesh_origin;
v3f rel(off_origin.X, 0, off_origin.Y);
rel -= intToFloat(m_camera_offset, BS);
setPosition(rel);
updateAbsolutePosition();
}
video::SMaterial material = m_material;
material.MaterialType = video::EMT_SOLID;
material.ZWriteEnable = video::EZW_ON;
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->setMaterial(material);
driver->drawMeshBuffer(m_meshbuffer.get());
}
void Clouds::step(float dtime)
{
m_origin = m_origin + dtime * BS * m_params.speed;